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Alright, so, apparently, Workshop Downloaders do not work, so if you've got the GOG version, you're SOL when it comes to getting those mods.

Anyone that could do me a solid and grab this mod, and upload it somewhere?

I want to see how it works and how it's structured, so I can start mucking about with similar aspects.

Last edited by Luckmann; 17/09/17 04:53 PM.
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Surprised to see so few people active that are using the Steam version, given the amount of concurrent players that have been on Steam.

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Saw the creator of the mod post that it didn't even seem to work properly. Seemed to add the talent to character screen, but didn't work. Find that hard to believe though. To do what that mod did, you'll just create an add-on dependent on origins, go to the stat editor (the graph button in the top right), override an entry of an item into your mod (right click on an entry, hit override in mod), and then go to the section of the stats editor for your mod, find that entry, scroll until you see the Talents section, and add the talent.

See this thread for the lists of talents:

http://larian.com/forums/ubbthreads.php?ubb=showflat&Number=613637#Post613637

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Originally Posted by Baardvark
Saw the creator of the mod post that it didn't even seem to work properly. Seemed to add the talent to character screen, but didn't work. Find that hard to believe though. To do what that mod did, you'll just create an add-on dependent on origins, go to the stat editor (the graph button in the top right), override an entry of an item into your mod (right click on an entry, hit override in mod), and then go to the section of the stats editor for your mod, find that entry, scroll until you see the Talents section, and add the talent.

See this thread for the lists of talents:

http://larian.com/forums/ubbthreads.php?ubb=showflat&Number=613637#Post613637
Unfortunately, I don't have access to the files, since I don't have the toolkit, since I don't have Steam. Hence the issue as per the OP. laugh

If I could extract all the necessary files myself, I would've.

Last edited by Luckmann; 17/09/17 07:52 PM.
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Heh, right. Well, you'll get the editor tomorrow at least. You can also extract your game files with the pak extractor, which would technically allow you to edit items and such, but it's more intuitive when using the editor.

https://docs.larian.game/Pak_Extractor_Guide

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And as soon as I get my hands on that mod, I'll have an idea of where and with what to get started, instead of extracting the entirety of /Data/ and then slowly trawling through it all until I find what I'm looking for.

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Originally Posted by Luckmann
And as soon as I get my hands on that mod, I'll have an idea of where and with what to get started, instead of extracting the entirety of /Data/ and then slowly trawling through it all until I find what I'm looking for.


Sent you a PM


DOS2 Mods: Happily Emmie After and The Noisy Crypt

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Well I would send it to you, but I'm still downloading the game (yes, that's right, hot garbage tier internet). My editor still works, but I can't download subscribed mods until I finish downloading.

Extract the Shared.pak, and then open the Public/Shared/Generated/Stats/Data folder you get from that. To add talents to an item through the text files, you'll add "Talents" "WhateverTalent;AnotherTalent" to an entry. You won't be able to pack a mod yet without the editor, so you'll just have to place the modified file in a D:OS2/Data/Public/Shared/Generated/Stats/Data folder (make these folders). Talent data names are in link I sent you (or found in Requirements.txt, though doesn't seem to have every single talent, not sure where other names are stored).




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Originally Posted by Windemere
Originally Posted by Luckmann
And as soon as I get my hands on that mod, I'll have an idea of where and with what to get started, instead of extracting the entirety of /Data/ and then slowly trawling through it all until I find what I'm looking for.


Sent you a PM
Thanks a lot, man. That was really, really helpful.

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Creator of the mod here, it is also available on the nexus.
It does work (and I don't recall posting anywhere saying otherwise?).

I didn't really use the editor to make the mod, as you can't edit the class presets in the editor (and every method in the editor I tried to achieve a similar result failed or was buggy). I had to extract several PAKs and do a lot of keyword searches on everything to figure out what to change.
I did have to use the editor to publish it to steam though.

Last edited by Xaelyn; 19/09/17 01:28 AM.
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My bad, I thought it was the mod that added Pet Pal onto a wand. Adding talents to items doesn't work currently. Another way you might be able to add talents to players is adding talents to the CharacterStat. While the hero characters all derive from _Hero, I actually found that all characters derived their stats from the Human Male hero, at least in the Alpha mode. So you could try adding it to the human male hero stat and then players wouldn't be able to replace the talent in character creation. May also then apply to existing characters, but not sure about that.

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The problem I found with adding it to the _Hero stat (or all of the gender/racial substats) is that it cheated the conjurer and wayfarer out of a talent point, because they get wayfarer anyway.
Adding to the racial categories also didn't lock the talent, that seems to be set elsewhere. Probably wherever in the (hard)code the talents themselves are defined.

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Why not just use the story editor?

Code
IF
CharacterCreationFinished(_Player)
AND
CharacterHasTalent( _Player, "PetPal",1)
THEN
CharacterAddTalentPoint(_Player,1);

//adds talent for characters who do not have petpal.
IF
CharacterCreationFinished(_Player)
AND
CharacterHasTalent( _Player, "PetPal",0)
THEN
CharacterAddTalent(_Player,"PetPal");


^Any character that leaves creation without petpal gets it added. Any that leaves creation with petpal selected gets a free point.

You might have to account for respec later in the game as well but by that point 1 talent point is kinda small potatoes.

Last edited by SniperHF; 19/09/17 05:25 AM.
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I considered that, but didn't have the slightest idea about where to insert such code in the story editor, or how editing the story might affect compatibility.

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Small correction: adding talents via items does work, but it doesn't throw the CharacterTalentAdded() event (or similar; don't have story handy right now). And PetPal's dialog interactions are based on a character flag that is set from story script when this event gets thrown. Most talents don't function that way, and hence should work fine already (unless you have code that needs to react to a character getting the new talent).

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Given how easy it is to edit the presets in D:OS2, there's really no point in doing it any other way. You simply (files are in \Data\Mods\Shared\CharacterCreation\ClassPresets) increase
Code
<attribute id="NumStartingTalentPoints" value="1" type="4" />
to value="2", and add a second talent underneath the currently existing talent:

Code
                        <node id="TalentAdded">
                            <attribute id="Talent" value="AnimalEmpathy" type="23" />
                        </node>
                        <node id="TalentAdded">
                            <attribute id="Talent" value="AnimalEmpathy" type="23" />
                        </node>


If a preset gains a talent twice, the talent point will be refunded, so in the above, the Preset would gain Pet Pal and a single Talent Point to put wherever you want. Of course, there's nothing stopping someone to "abuse" this in order to simply get an extra talent point, but honestly, who cares if that's how they use a mod? If not for a mod that adds Pet Pal, they'd just use Cheat Mod #5 anyway.

What annoys me is that the companions appears to be simply using the basic same presets as the player, though. I was hoping I could change their "default" presets, but when, for example, The Red Prince offers to be a Fighter, it really is just the Fighter preset, not a "default" Red Prince preset. Which is annoying, because based on his description, I wanted to give him Necromancy instead of Geomancy.

I also haven't found a way to actually assign Skills to the presets, which is annoying. I changed Ranger from Huntsman/Pyromancy (which makes no sense to me) into Huntsman/Scoundrel - this, unfortunately, invalidates his pre-existing pre-picked skill of "Peace of Mind". There's no trouble manually picking a Scoundrel skill to replace it, but I wish there was a way to make this work seamlessly. There probably is, but I hate doing sprawling stuff that requires working with a ton of different files in tandem.

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Starting skill sets can be edited in Shared\Public\Shared\Stats\Generated\SkillSet.txt

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Originally Posted by Xaelyn
Starting skill sets can be edited in Shared\Public\Shared\Stats\Generated\SkillSet.txt
Neato. Thanks!


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